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a little refactoring

This commit is contained in:
Connor Olding 2015-03-27 02:32:23 -07:00
parent c64292bc29
commit aafdcfae69

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@ -1,22 +1,17 @@
require "boilerplate"
require "addrs.init"
-- check for errors in the actor linked lists
local validate = true
-- bizhawk lua has some nasty memory leaks at the moment,
-- so instead of creating an object every time,
-- using a template to offset from will do for now.
local actor_t = Actor(0)
-- check for errors in the actor linked lists
local validate = true
local actor_names, damage_names
if oot then
actor_names = require "actor names oot"
damage_names = require "damage names oot"
else
actor_names = require "actor names"
damage_names = require "damage names"
end
local suffix = oot and " oot" or ""
local actor_names = require( "actor names"..suffix)
local damage_names = require("damage names"..suffix)
function sort_by_key(t)
local sorted = {}
@ -159,19 +154,8 @@ function wipe()
seen_strs_sorted = {}
end
local function run()
local now = emu.framecount()
if now < before then wait = 2 end
before = now
if wait > 0 then
-- prevent script from lagging reversing
wait = wait - 1
if wait == 0 then wipe() end
return
end
local any = 0
local counts = nil
local function run(now)
local game_counts = nil
local seen = {}
local cursor, target
@ -186,29 +170,23 @@ local function run()
end
if R4(stupid) ~= 0 then
T_BR(0, 14, "stupid", "red")
any = 0
else
counts = count_actors()
for i = 0, 11 do
any = any + counts[i]
T_BR(0, 13 - i, ("#%2i: %2i"):format(i, counts[i]))
end
T_BR(0, 1, ("sum:%3i"):format(any))
if addrs.actor_count then
local game_count = R1(addrs.actor_count.addr)
if game_count ~= any then
T_BR(8, 1, "mismatch!", "red")
end
end
T_BR(0, 0, "stupid", "red")
return
end
game_counts = count_actors()
local any = 0
for i = 0, 11 do
any = any + game_counts[i]
T_BR(0, 13 - i, ("#%2i: %2i"):format(i, game_counts[i]))
end
T_BR(0, 1, ("sum:%3i"):format(any))
local actors_by_type = {[0]={},{},{},{},{},{},{},{},{},{},{},{}} -- 12
local new_counts = {[0]=0,0,0,0,0,0,0,0,0,0,0,0} -- 12
if any > 0 then
any = 0
for at, ai, addr in iter_actors(counts) do
for at, ai, addr in iter_actors(game_counts) do
actors_by_type[at][ai] = addr
new_counts[at] = new_counts[at] + 1
any = any + 1
@ -334,8 +312,21 @@ local function run()
end
end
local function runwrap(now)
if now < before then wait = 2 end
before = now
if wait > 0 then
-- prevent script from lagging reversing
wait = wait - 1
if wait == 0 then wipe() end
else
run(now)
end
end
event.onloadstate(wipe, 'actor wipe')
while true do
run()
local now = emu.framecount()
runwrap(now)
emu.frameadvance()
end